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[?] Terrain mapping
Posted: 2011-08-01 16:28
by the_ganman
Im aware theres a bunch of different ways to do terrain, the brushes, heightmap pictures...etc
But i was wondering how you guys go about doing it. If you have a picture of the area you want to use do you greyscale it and use it? or do you go about with the brushes hand sizing everything?
Thanks
Ganman
Re: Terrain mapping Question
Posted: 2011-08-01 16:46
by Rudd
everyone has their own way of doing it tbh, no single method is superior
I like using
DEM data then going over it with geocontrol 2 to get the right shapes then hand scultping to make it work well with bf2 (e.g. terrain morphing stuff)
Burning sands was done using a basic noise generation in terragen, forest fire (WiP) was also done that way but had the benefits of geocontrol also.
combining that with this method
https://www.realitymod.com/forum/f189-m ... nment.html gets alot of work done very fast.
However some excellent maps were done with mainly hand sculpted terrain, I think Shija Valley is one - which is incredible.
I don't like hand sculpting from scratch because I feel its very obvious where I've done it, making it look unnatural, but other mapper made it work in their favour
L3DT is another program thats quite popular, Rhino for example likes that one.
Re: Terrain mapping Question
Posted: 2011-08-02 14:40
by the_ganman
Thanks rude,
Second question
When i try to paint on textures or even use tpaint
this is all i see
see attachement
any way i can not need to super zoom in close and be able to see what im doing?
Thanks
Re: Terrain mapping Question
Posted: 2011-08-02 15:18
by Rudd
you mean can you see the detailtextures at long range?
yeah there is a setting for that
terrain editor
textures (the option you use to paint on the ground)
on the left above 'layers' is 'general, click that
tweakbar, lodswitch distance, increase that value - it will not carry accross to ingame it only works in the editor
alternatively assign your lowdetail settings to each groundtexture, then you can see the distribution by where the low detailmap is painted (0 is no lowdetailtexture for smooth textures, 1 is for the majority of your map and 2 is for steep bits (asuming your using the conventional lowdetailtexture layouts))